Rascal Prototype Shows Incredible Technology - So What Went Wrong?

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GameHut

GameHut

5 жыл бұрын

I take a look at our prototype for Rascal. It's an amazing showcase for cutting edge PSX technology, but the final game was a mess. Why?

Пікірлер: 698
@ryanruff13
@ryanruff13 5 жыл бұрын
"It's using all kinds of clever techniques to stop the textures from distorting, which was a big problem on the PlayStation 1." New GameHut video incoming?
@joe-zr9sq
@joe-zr9sq 5 жыл бұрын
Yes please!
@MarbleStarry
@MarbleStarry 5 жыл бұрын
Heck yes that would be great!
@the_brutal_king4314
@the_brutal_king4314 5 жыл бұрын
From what I know the playstation didn't have any Z buffer, and relied heavily on sorting tris using the painter's algorithm. So I think that the game is using some object midpoint algorithm, and sorting on that. It'd be interesting to actually see what's going on.
@TannerGSchultz
@TannerGSchultz 5 жыл бұрын
IIRC the PS1, like a lot of 3D hardware of the era, lacked perspective-correct texturing and used much less computationally demanding affine texture mapping instead. The effect beingthat the textures appear to warp and wobble as your orientation towards the triangles they're mapped to changes. As I understand it, one common solution is to tessellate (break bigger triangles into smaller triangles) the geometry closest to the player, as smaller triangles meant less noticeable warping. I'd love to hear about what else clever developers came up with.
@ichemnutcracker
@ichemnutcracker 5 жыл бұрын
It's not just the z-buffer. The GPU fundamentally lacked perspective correction for textures on a hardware level. Obviously, there were ways around that (as ControlCardPin and Tanner Schultz pointed out), but it was easily visible in games that didn't take the time to fix it in software (the Twisted Metal series in a HUGE offender on that count... just try getting near any vertical surface in that game and watch the universe warp around you...). I'd say that it was the various ways developers came up with to combat the problem that game the PS1 much of it's very distinctive graphical look (such as shimmering walls, etc.). Although, it's worth pointing out that the competition at the time also had issues with textures (the 4kB limit in N64 giving it's blurriness, the quadrangles in Saturn leading to a similar problem as the PS1, for different reasons, and so on) with perhaps only the failed 3DO (ironically) being the only one without a major issue in that department. Those were some pioneering times. But, hey, they all beat flat-shading!
@NitroRad
@NitroRad 5 жыл бұрын
Fascinating! It's a crying shame the publishers made you guys use tank controls, and it's an even bigger shame this is considered "one of the worst PS1 games." It controls poorly and the camera isn't very good, but there was so much potential here. I thought the level design was a lot of fun, and the production value was excellent. Very interesting hearing you explain why the camera gets weird when you turn near a wall, that makes a lot of sense.
@whiz8569
@whiz8569 5 жыл бұрын
Somehow I knew you'd be in the comments on this one.
@psychonauts0
@psychonauts0 5 жыл бұрын
Was curious if you saw this video, such a sad fate for this game.
@TheBoneHeadClan
@TheBoneHeadClan 5 жыл бұрын
I hate when people get mass upvotes just because they are well known. Plenty of people surely say the same things and go ignored.
@psychonauts0
@psychonauts0 5 жыл бұрын
"just because they are well known" It's not just because he's well known, but also because he did a review of this exact game in which he described how amazing the game was on so many levels (such as detail) except the controls. It's very reliant to his channel as a reviewer who almost exclusively does platform games. Also Nitro Rad only has like 100k subs, which is a lot, but it's not like a super massive popularity or anything. Edit: As a note Nitro Rad's video on this game is probably the whole reason GameHut even released this video, there seems to be a clear connection between points talked about and release dates of the videos.
@TheBoneHeadClan
@TheBoneHeadClan 5 жыл бұрын
@@psychonauts0 How else would people know of that review if he wasn't well known? How else would people know him? I've seen his channel, his review(s)". Rascal isn't solely relevant to him. Getting upvotes isn't solely relevant to him. It's usually relevant to popularity.
@jrs4516
@jrs4516 5 жыл бұрын
"use these controls like this popular game that is compete different in style!" it boggles the mind how much the suits don't understand their customers....
@omegahaxors3306
@omegahaxors3306 4 жыл бұрын
The game's industry is just *full* of stupid shit like this where clueless execs ruin otherwise great games.
@Aaron-sl9ov
@Aaron-sl9ov 4 жыл бұрын
It's not even about understanding customers. It's about understanding function.
@fernie-fernandez
@fernie-fernandez 4 жыл бұрын
@@Aaron-sl9ov I wonder how functions would work like Dead or Alive...!
@rideroundandstuff
@rideroundandstuff 4 жыл бұрын
3rd person 3D games were a totally new thing back then and Tomb Raider obviously did something right. I totally understand their decision, even if it was the wrong one.
@bleppybloppins
@bleppybloppins 4 жыл бұрын
mario 64 came out in 96. the dual analog controller for ps1 came out in 97. rascal came out in 98. i think the publishers had enough time to figure out that tomb raider controls are not necessarily the best for a 3d action game.
@ReplayStation
@ReplayStation 5 жыл бұрын
As a PlayStation fan boy, please make a director's cut of Rascal, Jon! I know Sonic R DX would be amazing, but seeing this game the way it was meant to be would be incredible. The way the textures don't warp and other visual techniques are almost unheard of in 3d games on PS1
@TheMaf54
@TheMaf54 5 жыл бұрын
The comments ask him to do a director's cut for every single game that he makes a video on. If we really want another director's cut we should pick just one and stick with it. He can't make them all.
@ReplayStation
@ReplayStation 5 жыл бұрын
Yeah, after commenting, I realized that he probably doesn't even have all of the resources to completely rebuild the game from the ground up. Sonic 3D Blast involved some tweaks, but Rascal is pretty messed up haha. This prototype is just so much more impressive graphically and control-wise than the final product.
@TheBoneHeadClan
@TheBoneHeadClan 5 жыл бұрын
@@ReplayStation I'd love to see more of his prototypes released somehow. If we could get "DX" versions of games that'd be killer. I mean, he's got a Patreon, right?
@da5e
@da5e 5 жыл бұрын
I assure you, Jon Burton does not need a Patreon.
@renakunisaki
@renakunisaki 5 жыл бұрын
I wonder if even just a quick hack to use directional controls in the final game would make it decent.
@Larry
@Larry 4 жыл бұрын
Psygnosis were full derp at this moment in time with suggestions. This is the company that changed Wipeout 2097's name to Wipeout XL in the US, as they thought Americans would wonder what happened to the 2095 other sequels! (not a joke)
@ExtremeWreck
@ExtremeWreck 3 жыл бұрын
I think they did that as Wipeout XL seemed more like an expansion pack than a sequel.
@bloodypommelstudios7144
@bloodypommelstudios7144 3 жыл бұрын
Good thing they didn't publish the Anno series.
@bloodypommelstudios7144
@bloodypommelstudios7144 3 жыл бұрын
@@EdHarrisonMusic Lol didn't even think of that and a 40th game in a series is far more plausible than a 2097th.
@tardistime6857
@tardistime6857 3 жыл бұрын
Hello you ! Good to see you here .
@viciousdavey6872
@viciousdavey6872 2 жыл бұрын
Nice plug there mate
@CorporalDanLives
@CorporalDanLives 5 жыл бұрын
I flew out to the UK 20 years ago to see a batch of Psygnosis games for the magazine I was writing for, and I remember seeing a demo of this at TT when it was a bit further along. We were stunned by the fact that it ran at 60fps on the Playstation. I think TT was working on Sonic R at the same time -- there was obviously a second project going on that they did a good job of covering up during the visit. Can't remember much about the office, but maybe it was in a converted farmhouse? Really high ceilings, I think? Anyway Jon was a fantastic host, thanks again and greetings from Japan!
@Yukatoshi
@Yukatoshi 4 жыл бұрын
Sweet.
@ItsRetroPlanet
@ItsRetroPlanet 5 жыл бұрын
When the prototype looks and feels better than the finished product, something is wrong. You gotta keep doing these, I love looking at the betas, prototypes, so. The early and unfinished products. They're many a time more interesting than the final game! Thanks for doing this for us!
@themastermindwithahat607
@themastermindwithahat607 5 жыл бұрын
Omg this actually looked like good?? A DX version of this would be so rad!!
@Pridetoons
@Pridetoons 5 жыл бұрын
Nitro Rad? ;)
@theSato
@theSato 5 жыл бұрын
A fixed up version would be great, but unfortunately I think properly fixing the controls to directional input on the final game would be a lot harder than it initially seems, since the entire game/engine/levels were designed around it in the end. It'd be great, but it'd take more work than it's worth if he couldn't sell the updated version commercially (and he couldn't)
@themastermindwithahat607
@themastermindwithahat607 5 жыл бұрын
@@theSato very true. Just thought it would be neat if it happened :)
@TheGlasgowGamer
@TheGlasgowGamer 5 жыл бұрын
The conviction you have shown during this video shows how genuine you are as a person. I greatly respect you Jon. Not only as a developer, but as a video publisher.
@the-first-liam
@the-first-liam 5 жыл бұрын
Yeah I think it's cool of him to own up to his share of the blame
@TheGlasgowGamer
@TheGlasgowGamer 5 жыл бұрын
Liam He is a venerable guy. I really respect him.
@flashclynes
@flashclynes 5 жыл бұрын
So disheartening that the publishers couldn’t comprehend feedback from the team.
@Larry
@Larry 5 жыл бұрын
Couldn't they have compromised and had both control systems? But I thought Tomb Raider only used those controls because of the game was built on a set grid.
@GameHut
@GameHut 5 жыл бұрын
Larry Bundy Jr would have been a lot of work to “tune” everything to work with two very different systems. Plus, I just didn’t have the energy to argue... Sonic R was hard...
@tardistime6857
@tardistime6857 3 жыл бұрын
@@GameHut you developers don’t get the love you deserve
@JumboDS64
@JumboDS64 5 жыл бұрын
Someone should make a hack that re-implements directional controls.
@jwhite5008
@jwhite5008 5 жыл бұрын
As explained in another comment, hot-patching a PSX game is an achievement of its own and the patch would probably not fit into memory anyway since camera system also needs to be redone.
@Architector_4
@Architector_4 5 жыл бұрын
+Jack White And, as explained in reply to that another comment, it's not too hard, and with a modchipped PS1 or emulator with NoCash BIOS(which is free and legal and works on real PS1 too), you can just push an edited disk image into it and done.
@voltekka9815
@voltekka9815 5 жыл бұрын
Ps1 bios sound.....ears pleased!
@alexatkin
@alexatkin 5 жыл бұрын
I never owned a PSone (well later I did get one for free with a dodgy laser I fixed) and still love those sounds. Although I loved Saturn, Dreamcast and Gamecube intros too. Its sad in some ways modern consoles are always-on so we never get this satisfaction any more. Well except the PS4 where I have the PSone theme. ;)
@KingBlonde
@KingBlonde 5 жыл бұрын
@@alexatkin Those nostalgia triggers still do exist, you just don't hold nostalgia for them because you're not young anymore. In 20 years you'll probably get the same sensations remembering stuff from now, that is if you allow yourself to form new memories and have new experiences.
@youssef11223344
@youssef11223344 5 жыл бұрын
This breaks my heart, so much potential
@variastudios301
@variastudios301 5 жыл бұрын
I agree that the publisher messed up with that descision
@zoltanrostas-secola
@zoltanrostas-secola 5 жыл бұрын
Talk about taking the wrong lessons from the success of Tomb Raider. "Hey, let's make the game have tank controls, that's why Tomb Raider was successful right?" *Facepalm*
@keithrowsell6847
@keithrowsell6847 5 жыл бұрын
It was a success with Tomb Raider...but only because of the type of puzzle game that it was, each block on the ground was designed for that mechanic. Shame some publishers force their bad opinions. As a creative I have been faced with the clients asking for objectively bad decisions without any way of making them see the light, they are much too often the ones with absolutely zero knowlegde on the subjects to boot.
@soviut
@soviut 5 жыл бұрын
Would love to hear about how you solved the texture/polygon distortion on the PSX.
@strangevision99
@strangevision99 5 жыл бұрын
Me too, I have seen a few games solve it but an explanation would be interesting.
@zummone
@zummone 5 жыл бұрын
The most common way to do it is geometry subdivision because smaller polygons are way less likely to warp. Some other devs like Naughty Dog sort of prerendered the perspective each camera frame (I don't know how that works). This game probably checks the camera and the surrounding geometry to do some corrections in software?
@soviut
@soviut 5 жыл бұрын
The PSX didn't have native support for floating point geometry so all polygon calculations were done as integers. Much of the distortion was due to rounding errors when converting floats to integers. My guess is they used a larger scale so these rounding errors were less noticable; The difference between 1.52 being rounded to 2 or 15.2 being rounded to 15.
@marioskoutras6583
@marioskoutras6583 5 жыл бұрын
Kind of irrelevant, but this is the making of crash bandicoot 1 from the co-founder of naughty dog, Andy Gavin. He explains all the tricks behind the fantastic graphics of the game, i think it says something about polygon distortion as well. Very interesting! all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/
@AntiPseudo
@AntiPseudo 5 жыл бұрын
That is one of the problems, but that normally resulted in vertex popping or shimmering. The real distortion came from a lack of perspective correction in the PS1 graphics hardware. For a short explanation; the PS1, like most 3D hardware, renders triangles rather than more complex primitives because they're fast and stable. On each vertex of a triangle is a texture coordinate, which tells the hardware how to map a 2D texture onto the triangle. However, since we only have three points on a triangle, we can only make the texture warp parallel to two of the sides of the triangle. So when you have a surface that gets smaller towards the top (Like a trapezoid), it will be made with 2 triangles, neither of which have enough information to take all four vertices into account, so the texture will warp. Perspective correction fixes this by using the depth of the vertices to sort-of reconstruct the missing information, but it requires a divide calculation for every single pixel (Or every few pixels) and back in those days, division was super expensive. If you're curious about learning more about it, look up Perspective Correction on Wikipedia, it has a more thorough explanation. :)
@NanaKyoto
@NanaKyoto 5 жыл бұрын
The decision they made to keep rotational controls for the game couldn't be any more wrong...What were they thinking? It really is a shame that a game this optimized and technical got the short end of the stick...
@alex_-yz9to
@alex_-yz9to 5 жыл бұрын
Because when 3d was in it's Early days the Devs weren't a 100% sure which would be better... Which is why a GAME PUBBLISHER has even LESS ideas on what to do!
@imselfaware419
@imselfaware419 Жыл бұрын
Human idiocy making something good bad in matter of seconds yet again.
@CiccioImberlicchio
@CiccioImberlicchio 5 жыл бұрын
I hated this game as a kid, i couldn't even beat a single stage and i hated the controls, will it ever be possible to make a director's cut of Rascal and fixing the controls?
@philrod1
@philrod1 5 жыл бұрын
Hear, hear! Director's cut!
@alexatkin
@alexatkin 5 жыл бұрын
I'd imagine its tricky with there being no legal way to download it that can be patched. We got lucky with Sonic due to Steams mod system.
@SameytheHedgie
@SameytheHedgie 5 жыл бұрын
Plus, is it even possible to hack a PSX game? I know you can use stuff like gameshark to mess around woth the game, but to actually hack it?
@fanzyflani3576
@fanzyflani3576 5 жыл бұрын
As someone who's hacked PSX games, yes. You do need special disc imaging tools though - PSX disc images use full 2352-byte sectors instead of the usual 2048-byte data sectors that you're limited to w/ .iso files. I've also done homebrew and successfully tested my stuff on a real modchipped PS1. Also, emulators help a lot here. Even Mednafen has its flaws (mostly pertaining to GPU timing being a bit too kind) but it does get things *mostly* right.
@jwhite5008
@jwhite5008 5 жыл бұрын
It is theoretically possible (and was done by PSX hackers) but is REALLY tricky and limited. Also prohibitively time consuming. Not even the original devs with full source code are expected to pull it off. In essence it requires one to burn a CD, somehow make the PlayStation execute code off that CD (either modchip or cheat device or exploit of yet another game). At this point you put target game disk in, loader code would then read target executable into memory and hot-patch it before executing. The loader would need to stay in RAM and hook itself to disk code reading subroutines to patch everything else on the fly since measly 2 (TWO) MB of RAM total meant code had to be dynamically loaded. This is not only arduously hard and time consuming, and obviously requires through knowledge of both game and console much beyond official specifications but also likely to require a major game code restructure which is not really an option even for commercial release most of the time. Furthermore, the amount of code that can be patched is very limited, otherwise it would be necessary to sacrifice some gameplay features or even game modes because of such tiny RAM - failing that, constant disk swapping would be necessary. Though it may be possible to store some code onto memory card, reading it back is really slow. Using an emulator that supports some kind of patching would lift a good amount of these problems, but PSX emulators need to use a (copyrighted) BIOS file downloaded from a real PSX (or its replacement) which makes officially endorsing emulation potentially questionable legally.
@GBlastMan
@GBlastMan 5 жыл бұрын
Its really funny because Nitrorad was saying if you could somehow fix the controls and some other minor issues with Rascal the game could be quite good, not a masterpiece but a simple and harmless experience indeed, and you came up with this lovely video XDD Its quite shocking to know that it was meant to be a more traditional platformer and quite possibly a more polished experience than what we got, and yes trying to appeal to the Tomb Raider crowd was the death kiss for this game indeed, if they wanted rotational or "tank controls" for Rascal they should had been tried to mimic Croc's controls instead of Tomb Raider, one its a wacky platformer and the other is a more action oriented exploration-puzzle solving *SLOW* platformer were there is little to none hazzards or even enemies and if they are they dont oppose an inmediate threat for the player like a platformer like Mario 64 or even Croc and Crash have, you dont have crazy stuff flying all over the place in Tomb Raider so this more sluggish and toned down tank controls fits more for the kind of game it is, but for something like Rascal? nope they just dont work at all, and here it shows that the game could had been a more tolerable experience just by the kind of controls it has, because this game has pretty damn cool graphics for an 1998 PSX game and Gran Turismo was the apex of graphical prowess in the PSX era and Rascal sure has pretty damn good graphics, its a shame that the controls are butt ugly untolerable.
@schtive81
@schtive81 5 жыл бұрын
The thought that they wanted it to have Tomb Raider styled tank controls is baffling. Tomb Raider worked with Tank controls because the entire game was designed around that control scheme. The engine for Rascal looks really nice though. Technically, all of TT's games are competent.
@buzzclikverifyme
@buzzclikverifyme 5 жыл бұрын
I only ever played the demo of this game, but I remember being utterly perplexed by how unintuitive the controls were - I always felt like I was fighting them, especially after the perfection of Super Mario 64's movement. I just can't understand, especially in the wake of what that N64 classic (and a bunch of others in the time before Rascal) showed us 3D movement could be, why'd you'd be instructed to disregard direct controls for a weirdo tank method. Having never read reviews for this game at the time, was the resounding opinion from games mags YO THE CONTROL IN THIS GAME SUCKS? And if so, what was the publishers reaction when their decision was obviously shown to be an error of judgement that was so way off base, easily avoided if they hadn't meddled? Did they cop it fairly, or as it the usual company thing of obfuscating blame? Did Tt get any misdirected blame thrown at them? I always love your videos, but knowing this decision was made and was beyond your control to push back against has left me so frustrated! :D (Nah, really, it's all good. Amazing behind-the-scenes stuff as usual!)
@Stratelier
@Stratelier 5 жыл бұрын
Mario 64 really was epoch-defining when it came to movement in a 3D space. I remember playing through _Portal Runner_ on the PS2, and its big control problem was the choice of "tank" (rotational) controls.
@Sypaka
@Sypaka 5 жыл бұрын
I hope the guy forcing rotational control was fired after the game flopped.
@ajmetz82
@ajmetz82 5 жыл бұрын
Could the publishers be worried about how many PlayStation owners had the Analogue Controller? Sony were the last to bring out an analogue pad, with Nintendo and Sega both beating them to it, and it wasn't standard until PS2. Even the PlayStation Classic/Mini is going to be a digital controller only by the looks of things... and back in the day - an Analogue controller meant directional controls, and a D-pad meant tank controls, =S. Croc had tank controls. Deep Fear for Saturn had tank controls with the D-pad or Directional controls with the Analogue stick of the 3D Pad, depending which you used. Typing on a Wii U right now, so sorry if this text doesn't flow too well...
@Sypaka
@Sypaka 5 жыл бұрын
In that case, why couldn't they use both? Tank mode for digital, 3D for Analog. When I started PSX, Dualshock Controller were a "must have". Almost everyone had them back in the 90s.
@Cowcatgames
@Cowcatgames 5 жыл бұрын
​@@Sypaka To me it was the opposite - nobody I knew had analogue lol I stuck with digital pad for 5 years and was very angry I couldn't play Ape Escape because of "analogue only" controls. Tank controls made sense for digital pad.
@Jam3s2001
@Jam3s2001 5 жыл бұрын
Shows dithering at low framerate, cool effect... Can't unsee it now, though.
@tezza48
@tezza48 5 жыл бұрын
Dither-swapping the textures like in the Sonic 3D intro! I love seeing how you and other developers from the earlier days of games combatted problems, i find it a bit sad that we dont have the same sort of issues around anymore unless you're either writing super performant code or developing for some obscure low powered embedded hardware.
@JohnWMS
@JohnWMS 5 жыл бұрын
Serious question - was it proposed to the client to keep both control methods and have a toggle in the settings menu? Obviously, hindsight is 20/20 - just curious if that was discussed.
@PregnantOrc
@PregnantOrc 5 жыл бұрын
Assuming the controls where what killed it such a toggle could have been the difference between trash and a hidden gem. But as you say hindsight is 20/20
@LouisAndPillz
@LouisAndPillz 5 жыл бұрын
I know I'm two months out now, but...I'm pretty sure they didn't do that because everything would need to be reworked for both, which would eat up a lot of resources. Space and memory-wise. The game needs to be programmed for two different sets of controls and camera movements to make sure no clipping and such happened, like you saw in this video, because the clipping is what causes all the artifacts and weird stuff like items overlapping each other. Then the controls need to be programmed in, of course, and then you have the whole camera system... It'd take a lot of time, effort, energy, and resources. All four of which were probably in extremely limited supply when the decision was made to change it.
@BdR76
@BdR76 5 жыл бұрын
1:06 wait, Jim Henson's Creature Shop created the main character design? The same team behind the Muppets and Sesame Street? Sounds like there's more to the story there..
@moosemaimer
@moosemaimer 5 жыл бұрын
and yet it looks like something out of the NES era, like Treasure Master.
@MajoradeMayhem
@MajoradeMayhem 5 жыл бұрын
@@moosemaimer Hah, I think TT would have been better off designing their own character.
@doriphor
@doriphor 4 жыл бұрын
The character comes off as a severe case of "Greetings, fellow kids" from 1994 maybe?
@NeoTechni
@NeoTechni 5 жыл бұрын
I was really impressed by the reflections
@Deathkicker666
@Deathkicker666 5 жыл бұрын
Nice textures,love that it runs with 60 frames,lets make a racing game with this engine :)
@zig8925
@zig8925 5 жыл бұрын
The title screen is so cool. The way it is a freeze frame, and then you press start....boom straight away!
@PastoKage
@PastoKage 5 жыл бұрын
Rascal Remastered with proper controls: Make it happen!
@iamrockness
@iamrockness 5 жыл бұрын
Yet another example of corporate meddling and bad design decisions being made to "do what the other guys are doing, see, it's all the rage!" That mentality of publishers back in the day seriously neutered some games that could've been shining gems. Very much a fan of you finally showing us how this game could've turned out! As for the future, SUPPORT INDIE DEVS. They are more likely to care about the vision and finesse than appealing to a mass market because it's the hot thing to do. Seriously.
@LOOMING_WRAITH_OF_BAD_OMEN
@LOOMING_WRAITH_OF_BAD_OMEN 5 жыл бұрын
I'll support indie devs when they actually make a game worth giving a damn about.
@KopperNeoman
@KopperNeoman 7 ай бұрын
​@@LOOMING_WRAITH_OF_BAD_OMENSupport good developers that make good games and gatekeep THE MESSAGE out*
@Pyrerealmgaming
@Pyrerealmgaming 5 жыл бұрын
I've always wondered, whats that tune that plays in most of your intros to your videos, its really cool! is it from a game or something or did you compose it yourself?
@keithrowsell6847
@keithrowsell6847 5 жыл бұрын
I believe I came across it from the royalty free audio section that youtube offers when editing videos on this site.
@Sk1ds87
@Sk1ds87 5 жыл бұрын
Me and my brother wanted this game so bad when we were kids. His birthday was first, so he got the game, but I was the one who was determined to complete it. And I did. A couple of times. He never did. In fact, he quit after a few attempts. Probably got frustrated because of the tank controls... The music was so catchy that it haunted me many nights in bed.
@Psilocervine
@Psilocervine 5 жыл бұрын
Oh wow, those directional controls really do make all the difference in the world. Also? This PSX game prototype, thanks to the smooth motion and not-so-wobbly polygons, looks like it could easily be an early gen PS2 game.
@CoreyStar7
@CoreyStar7 5 жыл бұрын
I always get a laugh at your thumbnails, they always get me
@fuckingwebsite1
@fuckingwebsite1 4 жыл бұрын
when i was like 8 or 9. i was well excited for this, the marketing for 8 yearold me was bang on. the concept was there. i still vividly remember how cool the trailers for rascal were in the tv ads. i got it within days of the release. you all know the rest of that story. its a shame about that decision because rascal ticked all the boxes for potential. to young boys the rascal kid was cool af
@AbramPlaysMC
@AbramPlaysMC 5 жыл бұрын
This looks like an early PS2 demo. Very impressive.
@sebastianaliandkulche
@sebastianaliandkulche 4 ай бұрын
Uh.... No...
@ElysianAura
@ElysianAura 5 жыл бұрын
Oh hell yeah, I've been eager to see you talk about this game once I found out you were a part of it. You have such awesome knowledge on everything you work on or have a part in. The technical aspects of everything are always so impressive to.
@nifethrubutter
@nifethrubutter 5 жыл бұрын
Having never played the released version I would have appreciated even a 30 sec comparison.
@linkinparkrulz2275
@linkinparkrulz2275 4 жыл бұрын
You can buy a copy for $3 and emulate it on your PC if that's your cup of tea.
@ShenDoodles
@ShenDoodles 5 жыл бұрын
They even fixed the texture warp! That's insane!
@emmettturner9452
@emmettturner9452 5 жыл бұрын
I call rotational controls “tank controls,” since they usually allow you to turn in place.
@yaser5133
@yaser5133 4 жыл бұрын
Cheers Jon, that was very insightful and interesting. Amazing to see the game running @ 60fps . The texture trick giving it that nice polished look is phenomenal.
@SorcererLance
@SorcererLance 5 жыл бұрын
oof... if only you guys had playtesters who could compare and contrast the control schemes of both the original intended controls with the dreaded "tank" controls that only worked in few games like Resident Evil
@crab-dogjones4659
@crab-dogjones4659 2 жыл бұрын
That shiny armor is something else.
@clutchhh
@clutchhh 5 жыл бұрын
It would be fucking amazing to see this game remastered like Spyro and Crash were. It deserves a real chance to be played how it was originally intended to be.
@bujin5455
@bujin5455 4 жыл бұрын
2:28 I'm always amazed when business people key off of the most superficial of reasons for a product's success (or failure) in a market, while managing to completely miss the fact it's the effect of the whole which really matters. "Pickles are selling great at the concession stand, let's change out the vanilla for pickle flavored ice cream."
@notanotherreviewer.
@notanotherreviewer. 5 жыл бұрын
Would love to hear some more about the techniques you used for some of these effects and reducing the texture warping on the PS1
@unvergebeneid
@unvergebeneid 4 жыл бұрын
That golden shield is so gorgeous!
@dasenase
@dasenase 5 жыл бұрын
Can't believe you developed Rascal too. As an impressionable young kid I loved this game. It didn't matter that the controls were awful, all that mattered was that he was rad and had sunglasses, a backwards hat and a ray gun.
@rozasupreme
@rozasupreme 5 жыл бұрын
The sad thing is this could have been considered a classic if the Publisher didn't steer the project to their vision
@PixyEm
@PixyEm 5 жыл бұрын
Hey, I know you
@filipmartinez1162
@filipmartinez1162 5 жыл бұрын
Looks amazing for a PS1 game! This engine would have been great for a Zelda type PS1 adventure game
@7000DASH
@7000DASH 5 жыл бұрын
This is actually my favorite childhood game
@RasputinXbox
@RasputinXbox 5 жыл бұрын
I played this a few months ago, and all I kept repeating was, "This game would be great if not for these controls" Turns out you can't trust the bean counters to make gameplay decisions.
@speedyink
@speedyink 5 жыл бұрын
Great video! It's great to hear the story from the developers perspective. I love these kinds of videos you do!
@barc0deblankblank
@barc0deblankblank 5 жыл бұрын
That actually looks amazing. Could you please make a video in which you explain how you got around the limitations of affine texture mapping? I'm guessing it has a lot to do with the POV of the camera, in the room, but I'm still mesmerised by the results.
@goosenp
@goosenp 5 жыл бұрын
Why did you not have the option to just switch between the two control modes?
@IdealIdeas100
@IdealIdeas100 5 жыл бұрын
game is designed around how a character can move. If character is made to move like a tank then the rooms are designed with that in mind. If you gave them directional controls as an option the game may of been infinitely easier to beat as it wouldnt be designed for that type of movement.
@spacecorgi3074
@spacecorgi3074 5 жыл бұрын
It sounds like in this case the ability to have the more fluid control scheme would be so widely appreciated due to the fact that those challenges implemented into the game certainly weren't made in mind with a more restrictive movement. So maybe the ability to switch would have been a good idea.
@Stratelier
@Stratelier 5 жыл бұрын
Shortest answer: Adding a "simple" toggle option means they have to do twice as much testing and debugging to ensure that both of them technically work. That's not even counting the ripple effect it has on level design and difficulty...
@linkinparkrulz2275
@linkinparkrulz2275 4 жыл бұрын
@@IdealIdeas100 Basically what he said in the video was that the camera loaded things based on what was visible (Probably because of the RAM) so if they fixed the camera for both modes they would have to do twice the work (Plus it could be impossible because of disk space/working memory, not really sure)
@enderchan4536
@enderchan4536 4 жыл бұрын
"I'll just go through this wall" *continues*
@skittyrocks
@skittyrocks 5 жыл бұрын
I can't imagine how difficult writing an engine must have been back then. I'm super impressed by this demo!
@badreality2
@badreality2 4 жыл бұрын
"What did it cost?" "Everything. "
@pat.younis
@pat.younis 5 жыл бұрын
A friend and I had been trying to beat this game since we were kids! Every couple of years we'd catch up, boot up the game, get stuck on a level and either not know how to get through Atlantis or would experience the save bug. This September we finally finished the game... and oh boy what a ~memorable~ experience. #istandwithdeputywarrennash
@freddyli5356
@freddyli5356 3 жыл бұрын
You have done your best, really want to work on something with you someday.
@retractingblinds
@retractingblinds 5 жыл бұрын
Man, you guys were doing incredible things on the PS1. I remember wanting Rascal as a kid but never got a chance to play it. If you ever happen to stumble upon an IPS patch that corrects the controls and camera behavior by all means share it! You guys made some great stuff on the PS1, just wish your original game was as great as the Disney ones.
@tripleextramedium9441
@tripleextramedium9441 9 ай бұрын
I would love to see more of this prototype. Rascal is such a criminally underrated game. The controls weren't good but everything else was pretty awesome.
@sciverzero8197
@sciverzero8197 5 жыл бұрын
Environment mapping, and no UV texture folding?? I didn't know that was possible on the PS1. There's even some smooth plending in those running animations. And that camera moves so fluid. So many greatest games from my childhood could not compare to this technological marvel. _Truly incredible_ I absolutely love seeing how you and your team wrung out every possible drop of technological capacity out of every game, and then just invented new things when that failed.
@ur4n1um
@ur4n1um 4 жыл бұрын
the texture map at the end of the video, was showing an inverse reflections >.< you can see the guard infront of him on the backside of hi shelmet almost like invis technology .
@citricdolphin336
@citricdolphin336 5 жыл бұрын
I'd love to see a more in depth video about the tech here...there seems to be a lot going on that the hardware can't normally do. I'm particularly interested in how you seem to have almost completely removed the "jiggling" (floating point inaccuracy) most 3D PS1 games suffer from.
@coolbugfacts3953
@coolbugfacts3953 5 жыл бұрын
As someone who wants to get into game development, I find these prototype build videos very interesting, seeing how these older games were developed
@logan_cadfgs
@logan_cadfgs 5 жыл бұрын
Was waiting for you to talk about this game tbh!
@n.k.63
@n.k.63 4 жыл бұрын
Man, I've played the game on a demo disc as a toddler... and some of the images have been ingrained into my mind since. But for the life of me, I couldn't remember the name of the game. Was talking to my father about it today , as I was watching the video, he didn't remember the game either, but then decided to google it and found out it's the same game! Awesome channel!
@Xplasma1
@Xplasma1 5 жыл бұрын
My god. You guys found a way to mitigate the affine texture mapping, polygon warping, and still keep a 60 FPS framerate. I too would love to know how this was done as the PSX is my favorite console.
@Noxedwin
@Noxedwin 5 жыл бұрын
Even back then, publishers were the people with all the clout and none of the understanding. Morons in high places who probably never played a video game before and only knew "what sold before". Trying to make lightning strike the same place. *P:* "If it worked for Tomb Raider, it should work here." *D:* "I'm telling you, with our hands inside this game, up to our elbows in this game's innards, it will be a disaster and nobody will like it. The way _we_ have is better because it is designed for this game." *P:* "Well, do it *_our_* way or we won't fund your project. Also, if it fails, we and everyone else will blame you for your incompetence." It's small wonder so many game devs are going indie, or at least write out in their contracts that they get managerial control of their project, free of executive meddling. Sorry, Jon, but saying "It's my fault too because I was busy elsewhere" isn't going to cut it. I'm not a fly on TT's walls, but it sounds like everyone fought against the publishers as hard as they could, but the ivory towers have the final say.
@memebot6490
@memebot6490 5 жыл бұрын
Noxedwin Tepes Some publishers are still like that. They can get away with poorly designed engines and bad optimization because of more expensive and powerful tech
@childofcascadia
@childofcascadia 5 жыл бұрын
Paul Westfall Really when you got guys in boardrooms discussing "market metrics" and "whats hot right now", you get no innovation, or bad innovation trying to copy a sucessful formula. It seems like many AAA pubs keep putting out the same game, same engine, just a reskin for your latest IP that your "focus study" told you people wanted. I think that if indie deving hadn't taken off the way it did, I wouldnt play games anymore.
@squigin3380
@squigin3380 5 жыл бұрын
I agreee its extremely sad to see how many projects, regardless of the medium, get ruined by someone who has literally no concept of the medium.
@islandboy9381
@islandboy9381 5 жыл бұрын
It's because the industry is mostly market-driven instead of design-driven, which is why you get higher ups in these companies more concerned with selling shit than making shit.
@linkinparkrulz2275
@linkinparkrulz2275 4 жыл бұрын
Yeah it probably would've been the console's Mario if it actually managed to pull this stuff off... the shooting controls were pretty unique for a platformer of its time, and when you look at the PS1's other platform game offerings like 40 Winks I still think this game was leagues ahead of it, even with all of its flaws.
@theboy181
@theboy181 5 жыл бұрын
This is the good stuff! Keep it coming!!
@JohnnyThousand605
@JohnnyThousand605 5 жыл бұрын
I too love the original PS1 boot sound. It really made you think "Wow, *this* is something new" and I was a Sega fan at the time too. O_O
@TheOofaloofa
@TheOofaloofa 8 ай бұрын
I love how this is basically Jon’s public “fuck you” to the higher ups at Psygnosis. 😂
@GMMReviews
@GMMReviews 3 жыл бұрын
I would really love to see you make a "Director's Cut" of this game, like you did with Sonic 3D Blast, adding the analog controls back in, and fixing the camera too. Apparently this game has good level design, and I would be interested to play it without the dreaded tank controls.
@dark0ssx
@dark0ssx 5 жыл бұрын
As a big fan of video games and someone who cares about the programming/technology side i really appreciate your channel Really cool to have someone that was on the inside of the industry
@efa666
@efa666 5 жыл бұрын
I still get chills hearing the original boot sound.
@isaacbailey3681
@isaacbailey3681 4 жыл бұрын
I would love to see a mod for _Rascal_ that switches the controls back.
@PuNkY-fr
@PuNkY-fr 5 жыл бұрын
Any plan for a Rascal Director Cuts with analogs controls ?
@SonOfFurzehatt
@SonOfFurzehatt 5 жыл бұрын
I was blown away by Portal when I saw the reflective surfaces, and yet here they were in 1998.
@Zikar
@Zikar 5 жыл бұрын
I wasn't aware that the PSX could do reflections like that. It was something I only remember seeing on the N64.
@seantheextraguy
@seantheextraguy 5 жыл бұрын
You guys were magicians with any hardware be it Mega-Drive, PS1, Saturn, PS2... Travellers Tales you're bloody geniuses!
@vsgamingandatheism5017
@vsgamingandatheism5017 5 жыл бұрын
So I'm 26 now I remember tt you guy are my heros I'm subscribe to you because inspiration
@jamesg4631
@jamesg4631 5 жыл бұрын
The graphics in that looked amazing for the PS1. I've never seen such smooth textures done before on that machine!
@TheBoneHeadClan
@TheBoneHeadClan 5 жыл бұрын
Rascal was one of my love hate games growing up. I hold it in fond memory and still play it sometimes.
@wuffy8006
@wuffy8006 5 жыл бұрын
wow. impressive. For the system it was on, this looks great. Sorry to hear about the issues you ran into with the publisher.
@tr1p1ea
@tr1p1ea 4 жыл бұрын
So the perspective correction on the textures, interested in that technique!
@kurtisharen
@kurtisharen 5 жыл бұрын
I'm not going to ask for a full Director's Cut of the game like you did with Sonic, but I don't suppose that there's any way for you to re-implement the controls from the prototype into the final version of the game, and upload it as a patch? I used to collect a bunch of different magazines as a kid, and Rascal was one of those games that I was always really curious about, but since I never had a PlayStation, I never played it for myself. I'd never notice the changes in a full DX version since I've never played the original, but I'm still curious about it. I once played Castlevania: Legacy of Darkness for the N64 on emulator, another game that was criticized heavily on the controls, and since I could remap everything comfortably on a 360 controller, I found it a very fun and enjoyable game. I'm very curious how well Rascal would play with the proper controls as well, and it would be fun to discover just how much of a difference it would make on a blind side-by-side comparison.
@billybobjoe198
@billybobjoe198 5 жыл бұрын
I thought rascal was really cool. But I was a kid at the time, so maybe now it wouldn't fly so much. Just the ideas and stages were so cool for a kid. The flooded buildings really had my mine running wild.
@TheCreator1337
@TheCreator1337 5 жыл бұрын
I'd love to see a video about how you fixed the texture distortions on the PS1!
@dun0790
@dun0790 5 жыл бұрын
My new favorite channel.
@schtive81
@schtive81 5 жыл бұрын
Jon: This is one game that I would like to see a "DX" version for. Rascal is not really a bad game. The gameplay is quite good aside from a couple tiny things and there are a lot of other good qualities about it. The engine is really impressive, I can't believe that it is running at almost 60FPS for the majority of the time. The textures look clean and have little warping. Nice use of light maps and environmental maps too. But the tank controls killed this game. Would it ever be possible to patch some of the camera and control behavior code from the beta to a ROM of the final release? I know you are not the coder of this game.
@RobertKoszewski
@RobertKoszewski 5 жыл бұрын
Any chance we might get an insight on how the texture warping has been mitigated?
@Kyntteri
@Kyntteri 4 жыл бұрын
If that same publisher would sell cars, they would probably insists on their engineers that steering wheel should be on the right side of the car even in the countries that have right hand traffic (while pedals stay on the left side) because Intial D is such a cool movie.
@TechGamesAU
@TechGamesAU 5 жыл бұрын
I’d like to know how the texture warping was fixed
@BetaTester
@BetaTester 5 жыл бұрын
Well, that yellow shield made it into the wizard lizard level in wrath of cortex. Which does make sense 🤔
@TimoKanal
@TimoKanal 5 жыл бұрын
Holy damn, the game runs at 60fps?
@RedVGFox
@RedVGFox 5 жыл бұрын
I remember kinda liking the demo of this game at the time, never played the full game tho. Very interesting video
@ChrisKadaver
@ChrisKadaver 5 жыл бұрын
This is kind of sad... I remember still to this day how hyped I was for Rascal back then after seeing pictures of it in a swedish gaming magazine. But afterwards I heard nothing about the game... But the PSX needed another, more open platformer than crash bandicot was. I wasn't a fan of the nintendo 64 graphics. I preferred the sharper textures than the all smoothed look of the n64, but the PSX never got anything that could competed with mario 64. Rascal could have had been the answer though...
@wakkowarner123
@wakkowarner123 5 жыл бұрын
I was wondering about this game ever since I heard about it... Very cool insight!
@therekounasshow7822
@therekounasshow7822 5 жыл бұрын
The shield texture was reused for Crash Bandicoot:The wrath of cortex
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